quarta-feira, 5 de junho de 2013

Mais 2 imagens e 2 noticias

No Brasil Game Show 2012 a Sony estará presente com seus principais
jogos: God Of War: Ascension, The Last Of Us, Beyond: Two Souls e
Playstation All Stars Battle Royale:

God of War: Ascension’s multiplayer feels like a hi-def Power Stone 2, with eviscerations

Todd Papy, director of God of War: Ascension sounded a bit like Arnold Schwarzenegger at the end of T2: Judgement Day
when he talked about wrapping up work on the upcoming prequel. “After
this, I want the whole team to take a vacation.” He was clearly tired,
but he smiled every time his eyes caught some player at his PAX booth
getting torn in half from another player’s sword in Ascension‘s new multiplayer mode, “Favor of the Gods.”
Papy has worked on the God of War series since the
first title, and he understands the importance of keeping the game fresh
while maintaining the theme everyone loves. “I understand it’s a
franchise. I’m not going to take Kratos into space and say, ‘Okay!
You’re on Mars!’ But I understand this is a franchise. People expect
certain things because of that, but it’s more about how can we take what
they expect and freshen it up to make it feel new?” Papy asked. “I
worry more about complacency than I do the new stuff. The reason for
that is after awhile it might start feeling stale. To me, if you’re not
pushing, you’re losing ground.” Playing a healer in the God of War universe

The inspiration for multiplayer came from a broken, unbalanced modding of God of War III.
“At the end of God of War III, there’s a challenge
mode, where you can fight Kratos on Kratos. One of our content designers
got it working where you could actually play against each other. That
was really the genesis of the multiplayer,” Papy said. “It was like, ‘Oh
shit, we could do this!’” He laughed and then explained that while the
team found it fun, modding single player content into multiplayer came
with a large amount of problems. Much of Ascension‘s development time and tech has therefore been spent refining and updating the new multiplayer mode.
“Ugh. Ugh!” These are the sounds Papy made when asked about stress
levels prior to revealing multiplayer. He explained that there was
intense debate over how and when to reveal the mode, and even though
ultimately Papy feels the team made the right choice, he admits
reception has been mixed. “It was one of those things where I think if
we went out and we said ‘We’re doing a single-player game and oh, by the
way, we’re doing multiplayer too,’ and we didn’t show anything, I think
people would’ve been like ‘Why the fuck are you ruining it, why are you
doing this?’”
“For us, we wanted to squash any rumors. Why are we doing this?” Papy
pointed to a nearby screen, where a player was smashed to pulp with an
enormous hammer. “That’s why we’re doing it. We wanted to be able to
point to it and say ‘This is what you should expect from us.’”
When it came time for me to pick a warrior, Papy said that, although I
wasn’t able to customize at the demo kiosk, players will be able to
choose things like weapon loadouts, armors, and the god to whom they’ll
swear fealty. Each of these will grant bonuses or new abilities. The
nice part is, although God of War is known for its violence, Papy told the Penny Arcade Report that a variety of play styles can work within Ascension‘s multiplayer mode, “Favor of the Gods.”
“If you want to be a team player, almost like a healer or something like
that, you’ll be able to choose a certain allegiance to a god that
supports that and you’ll be able to go through and do that,” Papy said. I will open the hell out of those chests; you’re welcome, team

“Favor of the Gods” is structured as a team exercise, but there’s a
reason it’s not called King of the Hill or Deathmatch. The mode plays
out like a blending of those plus chest collection, across a
three-dimensional battleground. “The whole idea behind [Favor of the
Gods] is that you can play however you want to play. There are different
ways to score points: you can kill people, you can use traps, you can
open up chests, you can control altar points, and then you can also kill
the big creature at the end,” Papy said.
As I ran about the battle in my scorpion-themed armor, I could perform
basic combos with my sword and magic, or utilize randomly-spawning
weapons. At the far edge of the map, an enormous cyclops roared and
pulled against the chain and collar embedded into its neck. If I stood
near this creature, it would slam its fists down, damaging me and
knocking me back.
The hectic, do-what-you-can play style reminded me of Power Stone 2
for the Dreamcast. The hits connected with a solid shudder of the
controller, and while I struggled to get free of some nasty dogpiles, it
never felt unfair. I learned there were certain players I could
reliably take on, and others to avoid. When I saw a group, I ran to try
and score points by capturing altars or opening chests. The chests
actually ended up being one of the biggest boosts to my team’s score.
In the end we still lost, as the fight came to a climactic end with the
defeat of the cyclops. I attempted to stop the Trojan forces from
delivering the killing blow, and ended up with my stomach split open,
intestines spilling into my hands. The game is as graphic as you’d
expect from God of War. The Trojans split the
cyclops’ jaw in half, then proceeding to latch two hooks into its
monstrous eye. They tugged and pulled, as the orb bulged from its
socket. Finally, a Trojan leapt at the creature’s face, plunging a spear
into the eye. Game, set, bloody match.